You can use the WebRequest class with https:// urls to send secure requests to a server. (The Create method gives you a HttpWebRequest in that case.)

It's roughly the same as sending forms from a browser. Most kinds of servers support this out of the box, but the backend needs to sanitize the request to prevent SQL injection.

If that's not flexible enough, you can use an SslStream.
It's more complicated as you'd have to create your own protocol, but that also means you can add things like server-client messages and better error correction more easily.

I'm currently working on a game engine. Would irrlicht be sufficient for high performance 3D? I know it says so on the site, but I'd rather have external sources on this, and it seems to be pretty easy and flexible to use.
I'll only be using the OpenGL part of the library, regardless of platform (if this helps any).
Would it be possible to reach a playable FPS with this library, when running visuals as "pretty" as Doom 3 on their Ultra setting, or should I rather make my own renderer?

I'm currently working on a game engine. Would irrlicht be sufficient for high performance 3D? I know it says so on the site, but I'd rather have external sources on this, and it seems to be pretty easy and flexible to use.
I'll only be using the OpenGL part of the library, regardless of platform (if this helps any).
Would it be possible to reach a playable FPS with this library, when running visuals as "pretty" as Doom 3 on their Ultra setting, or should I rather make my own renderer?

I'm working on a game engine myself and I went for making as much as possible from scratch. ( I did go with using GLM as the math library though. )
If you ask me, you make a game engine solo to learn how a game engine works behind the scenes. I don't ever expect mine to compete with the real game engines such as Unity or Unreal Engine etc...

This should be pretty obvious, I think.
Mu controls the position between point a and point b. You want to move from a to b over some period of time. So mu is going to be some function of time. Setting mu=t-t[sub]0[/sub] (in seconds, where t[sub]0[/sub] is the initial time) means that mu will go from 0 to 1 in only 1 second. Now how do you make that time longer or shorter? Simple. You multiply or divide by some constant. So if you want to move from a to b over a period of five seconds, then you would set mu=(t-t[sub]0[/sub])/5

I have a little VB2010 game i'm making
(please don't say anything about it, I need to take this class in order to go to java next year)
1.Is there anything I can do with the transparency settings, if I set the pictureboxes to be transparent the border of the image is still blocking the back.

2. What would i use in order to make the keys flash at random and require a keypress to shut them off?

3. is there a possible way to make the screen sidescroll with the character without scroll bars
I have double buffer for the form on all it did was make it smoother

Sorry to bother you all but I would like to find a good Java LWJGL tutorial series?
I've been trying to google for one for some time. I can just find some really basic ones that don't go indepth on all the Open gl stuff.

For a school assignment I have to make a class that holds an array of integers, and add methods that add to it, remove etc. Kinda like an ArrayList. The problem, however, is they want me to make a removeAll(int val) method that removes all occurrences of val from the list. For example, removeAll(4) would change

For my regular remove() method, I'm using Apache Common's Lang ArrayUtils class to remove the element. Removing all elements with it doesn't work fully, for some reason. My current plan of attack is to find out how many times val appears in the array, and then call ArrayUtils.remove() that many times. But it gives me weird results, for instance shrinking the array. Any other way to attack this? I can't use ArrayList supposedly, and I doubt they'll check if I am or not, but it would be nice to figure out how to do this the way they want me to.